*/
#include "inventorymanager.h"
-#include "serverremoteplayer.h"
#include "log.h"
-#include "mapblock.h" // getNodeBlockPos
+#include "environment.h"
+#include "scriptapi.h"
+#include "serverobject.h"
+#include "main.h" // for g_settings
+#include "settings.h"
+#include "utility.h"
+#include "craftdef.h"
/*
- InventoryManager
+ InventoryLocation
*/
-// Wrapper for old code
-Inventory* InventoryManager::getInventory(InventoryContext *c, std::string id)
+std::string InventoryLocation::dump() const
{
- if(id == "current_player")
- {
- assert(c->current_player);
- InventoryLocation loc;
- loc.setPlayer(c->current_player->getName());
- return getInventory(loc);
- }
-
- Strfnd fn(id);
- std::string id0 = fn.next(":");
-
- if(id0 == "nodemeta")
- {
- v3s16 p;
- p.X = stoi(fn.next(","));
- p.Y = stoi(fn.next(","));
- p.Z = stoi(fn.next(","));
+ std::ostringstream os(std::ios::binary);
+ serialize(os);
+ return os.str();
+}
- InventoryLocation loc;
- loc.setNodeMeta(p);
- return getInventory(loc);
+void InventoryLocation::serialize(std::ostream &os) const
+{
+ switch(type){
+ case InventoryLocation::UNDEFINED:
+ {
+ os<<"undefined";
}
-
- errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
- return NULL;
+ break;
+ case InventoryLocation::CURRENT_PLAYER:
+ {
+ os<<"current_player";
+ }
+ break;
+ case InventoryLocation::PLAYER:
+ {
+ os<<"player:"<<name;
+ }
+ break;
+ case InventoryLocation::NODEMETA:
+ {
+ os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
+ }
+ break;
+ default:
+ assert(0);
+ }
}
-// Wrapper for old code
-void InventoryManager::inventoryModified(InventoryContext *c, std::string id)
+
+void InventoryLocation::deSerialize(std::istream &is)
{
- if(id == "current_player")
+ std::string tname;
+ std::getline(is, tname, ':');
+ if(tname == "undefined")
{
- assert(c->current_player);
- InventoryLocation loc;
- loc.setPlayer(c->current_player->getName());
- setInventoryModified(loc);
- return;
+ type = InventoryLocation::UNDEFINED;
}
-
- Strfnd fn(id);
- std::string id0 = fn.next(":");
-
- if(id0 == "nodemeta")
+ else if(tname == "current_player")
+ {
+ type = InventoryLocation::CURRENT_PLAYER;
+ }
+ else if(tname == "player")
+ {
+ type = InventoryLocation::PLAYER;
+ std::getline(is, name, '\n');
+ }
+ else if(tname == "nodemeta")
{
- v3s16 p;
+ type = InventoryLocation::NODEMETA;
+ std::string pos;
+ std::getline(is, pos, '\n');
+ Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
- v3s16 blockpos = getNodeBlockPos(p);
-
- InventoryLocation loc;
- loc.setNodeMeta(p);
- setInventoryModified(loc);
- return;
}
+ else
+ {
+ infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
+ throw SerializationError("Unknown InventoryLocation type");
+ }
+}
- errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
+void InventoryLocation::deSerialize(std::string s)
+{
+ std::istringstream is(s, std::ios::binary);
+ deSerialize(is);
}
/*
{
a = new IDropAction(is);
}
+ else if(type == "Craft")
+ {
+ a = new ICraftAction(is);
+ }
return a;
}
-static std::string describeC(const struct InventoryContext *c)
-{
- if(c->current_player == NULL)
- return "current_player=NULL";
- else
- return std::string("current_player=") + c->current_player->getName();
-}
+/*
+ IMoveAction
+*/
IMoveAction::IMoveAction(std::istream &is)
{
std::getline(is, ts, ' ');
count = stoi(ts);
- std::getline(is, from_inv, ' ');
+ std::getline(is, ts, ' ');
+ from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
- std::getline(is, to_inv, ' ');
+ std::getline(is, ts, ' ');
+ to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
to_i = stoi(ts);
}
-void IMoveAction::apply(InventoryContext *c, InventoryManager *mgr,
- ServerEnvironment *env)
+void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
- Inventory *inv_from = mgr->getInventory(c, from_inv);
- Inventory *inv_to = mgr->getInventory(c, to_inv);
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
if(!inv_from){
infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""
+ <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
return;
}
if(!inv_to){
infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
- "context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""
+ <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
return;
}
*/
if(!list_from){
infostream<<"IMoveAction::apply(): FAIL: source list not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""<<std::endl;
return;
}
if(!list_to){
infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
- <<"context=["<<describeC(c)<<"], to_inv=\""<<to_inv<<"\""
+ <<"to_inv=\""<<to_inv.dump()<<"\""
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i) == NULL)
- {
- infostream<<"IMoveAction::apply(): FAIL: source item not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", from_list=\""<<from_list<<"\""
- <<" from_i="<<from_i<<std::endl;
- return;
- }
/*
- If the source and the destination slots are the same
- */
- if(inv_from == inv_to && list_from == list_to && from_i == to_i)
- {
- infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
- <<"are the same: inv=\""<<from_inv<<"\" list=\""<<from_list
- <<"\" i="<<from_i<<std::endl;
- return;
- }
-
- // Take item from source list
- InventoryItem *item1 = NULL;
- if(count == 0)
- item1 = list_from->changeItem(from_i, NULL);
- else
- item1 = list_from->takeItem(from_i, count);
-
- // Try to add the item to destination list
- InventoryItem *olditem = item1;
- item1 = list_to->addItem(to_i, item1);
+ This performs the actual movement
- // If something is returned, the item was not fully added
- if(item1 != NULL)
- {
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1 == olditem);
-
- // If something else is returned, part of the item was left unadded.
- // Add the other part back to the source item
- list_from->addItem(from_i, item1);
-
- // If olditem is returned, nothing was added.
- // Swap the items
- if(nothing_added)
- {
- // Take item from source list
- item1 = list_from->changeItem(from_i, NULL);
- // Adding was not possible, swap the items.
- InventoryItem *item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
- }
- }
+ If something is wrong (source item is empty, destination is the
+ same as source), nothing happens
+ */
+ list_from->moveItem(from_i, list_to, to_i, count);
- mgr->inventoryModified(c, from_inv);
- if(from_inv != to_inv)
- mgr->inventoryModified(c, to_inv);
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
infostream<<"IMoveAction::apply(): moved at "
- <<"["<<describeC(c)<<"]"
- <<" from inv=\""<<from_inv<<"\""
+ <<" count="<<count<<"\""
+ <<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
- <<" to inv=\""<<to_inv<<"\""
+ <<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
}
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
+ if(!inv_from || !inv_to)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player || inv_to != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+ if(!list_from || !list_to)
+ return;
+
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
+}
+
+/*
+ IDropAction
+*/
+
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
- std::getline(is, from_inv, ' ');
+ std::getline(is, ts, ' ');
+ from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
from_i = stoi(ts);
}
-void IDropAction::apply(InventoryContext *c, InventoryManager *mgr,
- ServerEnvironment *env)
+void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
- if(c->current_player == NULL){
- infostream<<"IDropAction::apply(): FAIL: current_player is NULL"<<std::endl;
- return;
- }
-
- // Do NOT cast directly to ServerActiveObject*, it breaks
- // because of multiple inheritance.
- ServerActiveObject *dropper =
- static_cast<ServerActiveObject*>(
- static_cast<ServerRemotePlayer*>(
- c->current_player
- ));
-
- Inventory *inv_from = mgr->getInventory(c, from_inv);
+ Inventory *inv_from = mgr->getInventory(from_inv);
if(!inv_from){
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
*/
if(!list_from){
infostream<<"IDropAction::apply(): FAIL: source list not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", from_list=\""<<from_list<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
- InventoryItem *item = list_from->getItem(from_i);
- if(item == NULL)
+ if(list_from->getItem(from_i).empty())
{
infostream<<"IDropAction::apply(): FAIL: source item not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
- v3f pos = dropper->getBasePosition();
- pos.Y += 0.5*BS;
+ // Take item from source list
+ ItemStack item1;
+ if(count == 0)
+ item1 = list_from->changeItem(from_i, ItemStack());
+ else
+ item1 = list_from->takeItem(from_i, count);
- s16 count2 = count;
- if(count2 == 0)
- count2 = -1;
+ // Drop the item and apply the returned ItemStack
+ ItemStack item2 = item1;
+ if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
+ player->getBasePosition() + v3f(0,1,0)))
+ {
+ if(g_settings->getBool("creative_mode") == true
+ && from_inv.type == InventoryLocation::PLAYER)
+ item2 = item1; // creative mode
- /*
- Drop the item
- */
- bool remove = item->dropOrPlace(env, dropper, pos, false, count2);
- if(remove)
- list_from->deleteItem(from_i);
+ list_from->addItem(from_i, item2);
- mgr->inventoryModified(c, from_inv);
+ // Unless we have put the same amount back as we took in the first place,
+ // set inventory modified flag
+ if(item2.count != item1.count)
+ mgr->setInventoryModified(from_inv);
+ }
infostream<<"IDropAction::apply(): dropped "
- <<"["<<describeC(c)<<"]"
- <<" from inv=\""<<from_inv<<"\""
+ <<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
}
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ if(!inv_from)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ if(!list_from)
+ return;
+
+ if(count == 0)
+ list_from->changeItem(from_i, ItemStack());
+ else
+ list_from->takeItem(from_i, count);
+
+ mgr->setInventoryModified(from_inv);
+}
+
/*
- Craft checking system
+ ICraftAction
*/
-bool ItemSpec::checkItem(const InventoryItem *item) const
+ICraftAction::ICraftAction(std::istream &is)
{
- if(type == ITEM_NONE)
- {
- // Has to be no item
- if(item != NULL)
- return false;
- return true;
- }
-
- // There should be an item
- if(item == NULL)
- return false;
+ std::string ts;
- std::string itemname = item->getName();
+ std::getline(is, ts, ' ');
+ count = stoi(ts);
- if(type == ITEM_MATERIAL)
- {
- if(itemname != "MaterialItem")
- return false;
- MaterialItem *mitem = (MaterialItem*)item;
- if(num != 65535){
- if(mitem->getMaterial() != num)
- return false;
- } else {
- if(mitem->getNodeName() != name)
- return false;
- }
- }
- else if(type == ITEM_CRAFT)
- {
- if(itemname != "CraftItem")
- return false;
- CraftItem *mitem = (CraftItem*)item;
- if(mitem->getSubName() != name)
- return false;
- }
- else if(type == ITEM_TOOL)
- {
- // Not supported yet
- assert(0);
- }
- else if(type == ITEM_MBO)
- {
- // Not supported yet
- assert(0);
- }
- else
- {
- // Not supported yet
- assert(0);
- }
- return true;
+ std::getline(is, ts, ' ');
+ craft_inv.deSerialize(ts);
}
-bool checkItemCombination(InventoryItem const * const *items, const ItemSpec *specs)
+void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
- u16 items_min_x = 100;
- u16 items_max_x = 100;
- u16 items_min_y = 100;
- u16 items_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(items[y*3 + x] == NULL)
- continue;
- if(items_min_x == 100 || x < items_min_x)
- items_min_x = x;
- if(items_min_y == 100 || y < items_min_y)
- items_min_y = y;
- if(items_max_x == 100 || x > items_max_x)
- items_max_x = x;
- if(items_max_y == 100 || y > items_max_y)
- items_max_y = y;
- }
- // No items at all, just return false
- if(items_min_x == 100)
- return false;
+ Inventory *inv_craft = mgr->getInventory(craft_inv);
- u16 items_w = items_max_x - items_min_x + 1;
- u16 items_h = items_max_y - items_min_y + 1;
-
- u16 specs_min_x = 100;
- u16 specs_max_x = 100;
- u16 specs_min_y = 100;
- u16 specs_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(specs[y*3 + x].type == ITEM_NONE)
- continue;
- if(specs_min_x == 100 || x < specs_min_x)
- specs_min_x = x;
- if(specs_min_y == 100 || y < specs_min_y)
- specs_min_y = y;
- if(specs_max_x == 100 || x > specs_max_x)
- specs_max_x = x;
- if(specs_max_y == 100 || y > specs_max_y)
- specs_max_y = y;
+ if(!inv_craft){
+ infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
}
- // No specs at all, just return false
- if(specs_min_x == 100)
- return false;
- u16 specs_w = specs_max_x - specs_min_x + 1;
- u16 specs_h = specs_max_y - specs_min_y + 1;
+ InventoryList *list_craft = inv_craft->getList("craft");
+ InventoryList *list_craftresult = inv_craft->getList("craftresult");
- // Different sizes
- if(items_w != specs_w || items_h != specs_h)
- return false;
+ /*
+ If a list doesn't exist or the source item doesn't exist
+ */
+ if(!list_craft){
+ infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
+ if(!list_craftresult){
+ infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
+ if(list_craftresult->getSize() < 1){
+ infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
- for(u16 y=0; y<specs_h; y++)
- for(u16 x=0; x<specs_w; x++)
+ ItemStack crafted;
+ int count_remaining = count;
+ bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+
+ while(found && list_craftresult->itemFits(0, crafted))
{
- u16 items_x = items_min_x + x;
- u16 items_y = items_min_y + y;
- u16 specs_x = specs_min_x + x;
- u16 specs_y = specs_min_y + y;
- const InventoryItem *item = items[items_y * 3 + items_x];
- const ItemSpec &spec = specs[specs_y * 3 + specs_x];
-
- if(spec.checkItem(item) == false)
- return false;
+ // Decrement input and add crafting output
+ getCraftingResult(inv_craft, crafted, true, gamedef);
+ list_craftresult->addItem(0, crafted);
+ mgr->setInventoryModified(craft_inv);
+
+ actionstream<<player->getDescription()
+ <<" crafts "
+ <<crafted.getItemString()
+ <<std::endl;
+
+ // Decrement counter
+ if(count_remaining == 1)
+ break;
+ else if(count_remaining > 1)
+ count_remaining--;
+
+ // Get next crafting result
+ found = getCraftingResult(inv_craft, crafted, false, gamedef);
}
- return true;
+ infostream<<"ICraftAction::apply(): crafted "
+ <<" craft_inv=\""<<craft_inv.dump()<<"\""
+ <<std::endl;
}
-bool checkItemCombination(const InventoryItem * const * items,
- const InventoryItem * const * specs)
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
- u16 items_min_x = 100;
- u16 items_max_x = 100;
- u16 items_min_y = 100;
- u16 items_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(items[y*3 + x] == NULL)
- continue;
- if(items_min_x == 100 || x < items_min_x)
- items_min_x = x;
- if(items_min_y == 100 || y < items_min_y)
- items_min_y = y;
- if(items_max_x == 100 || x > items_max_x)
- items_max_x = x;
- if(items_max_y == 100 || y > items_max_y)
- items_max_y = y;
- }
- // No items at all, just return false
- if(items_min_x == 100)
- return false;
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+}
+
+
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack& result,
+ bool decrementInput, IGameDef *gamedef)
+{
+ DSTACK(__FUNCTION_NAME);
- u16 items_w = items_max_x - items_min_x + 1;
- u16 items_h = items_max_y - items_min_y + 1;
-
- u16 specs_min_x = 100;
- u16 specs_max_x = 100;
- u16 specs_min_y = 100;
- u16 specs_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(specs[y*3 + x] == NULL)
- continue;
- if(specs_min_x == 100 || x < specs_min_x)
- specs_min_x = x;
- if(specs_min_y == 100 || y < specs_min_y)
- specs_min_y = y;
- if(specs_max_x == 100 || x > specs_max_x)
- specs_max_x = x;
- if(specs_max_y == 100 || y > specs_max_y)
- specs_max_y = y;
- }
- // No specs at all, just return false
- if(specs_min_x == 100)
- return false;
+ result.clear();
- u16 specs_w = specs_max_x - specs_min_x + 1;
- u16 specs_h = specs_max_y - specs_min_y + 1;
+ // TODO: Allow different sizes of crafting grids
- // Different sizes
- if(items_w != specs_w || items_h != specs_h)
+ // Get the InventoryList in which we will operate
+ InventoryList *clist = inv->getList("craft");
+ if(!clist || clist->getSize() != 9)
return false;
- for(u16 y=0; y<specs_h; y++)
- for(u16 x=0; x<specs_w; x++)
+ // Mangle crafting grid to an another format
+ CraftInput ci;
+ ci.method = CRAFT_METHOD_NORMAL;
+ ci.width = 3;
+ for(u16 i=0; i<9; i++)
+ ci.items.push_back(clist->getItem(i));
+
+ // Find out what is crafted and add it to result item slot
+ CraftOutput co;
+ bool found = gamedef->getCraftDefManager()->getCraftResult(
+ ci, co, decrementInput, gamedef);
+ if(found)
+ result.deSerialize(co.item, gamedef->getItemDefManager());
+
+ if(found && decrementInput)
{
- u16 items_x = items_min_x + x;
- u16 items_y = items_min_y + y;
- u16 specs_x = specs_min_x + x;
- u16 specs_y = specs_min_y + y;
- const InventoryItem *item = items[items_y * 3 + items_x];
- const InventoryItem *spec = specs[specs_y * 3 + specs_x];
-
- if(item == NULL && spec == NULL)
- continue;
- if(item == NULL && spec != NULL)
- return false;
- if(item != NULL && spec == NULL)
- return false;
- if(!spec->isSubsetOf(item))
- return false;
+ // CraftInput has been changed, apply changes in clist
+ for(u16 i=0; i<9; i++)
+ {
+ clist->changeItem(i, ci.items[i]);
+ }
}
- return true;
+ return found;
}
-